SDL_GPUColorTargetInfo(3type)

NAME
SDL_GPUColorTargetInfo - A structure specifying the parameters of a color target used by a render pass.

SYNOPSIS
#include <SDL3/SDL_gpu.h>

typedef struct SDL_GPUColorTargetInfo
{
    SDL_GPUTexture *texture;         /**< The texture that will be used as a color target by a render pass. */
    Uint32 mip_level;                /**< The mip level to use as a color target. */
    Uint32 layer_or_depth_plane;     /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */
    SDL_FColor clear_color;          /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */
    SDL_GPULoadOp load_op;           /**< What is done with the contents of the color target at the beginning of the render pass. */
    SDL_GPUStoreOp store_op;         /**< What is done with the results of the render pass. */
    SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */
    Uint32 resolve_mip_level;        /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
    Uint32 resolve_layer;            /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */
    bool cycle;                      /**< true cycles the texture if the texture is bound and load_op is not LOAD */
    bool cycle_resolve_texture;      /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */
    Uint8 padding1;
    Uint8 padding2;
} SDL_GPUColorTargetInfo;

DESCRIPTION
The load_op field determines what is done with the texture at the beginning of the render pass.

• LOAD: Loads the data currently in the texture. Not recommended for multisample textures as it requires significant memory bandwidth.

• CLEAR: Clears the texture to a single color.

• DONT_CARE: The driver will do whatever it wants with the texture memory. This is a good option if you know that every single pixel will be touched in the render pass.

The store_op field determines what is done with the color results of the render pass.

• STORE: Stores the results of the render pass in the texture. Not recommended for multisample textures as it requires significant memory bandwidth.

• DONT_CARE: The driver will do whatever it wants with the texture memory. This is often a good option for depth/stencil textures.

• RESOLVE: Resolves a multisample texture into resolve_texture, which must have a sample count of 1. Then the driver may discard the multisample texture memory. This is the most performant method of resolving a multisample target.

• RESOLVE_AND_STORE: Resolves a multisample texture into the resolve_texture, which must have a sample count of 1. Then the driver stores the multisample texture's contents. Not recommended as it requires significant memory bandwidth.

AVAILABILITY
This struct is available since SDL 3.2.0.

SEE ALSO
SDL_BeginGPURenderPass(3), SDL_FColor(3type)